by random21 on Sun Feb 28, 2021 11:35 pm
Whats written demonstrates the points, but I suppose I still disagree with the conclusion.
Lets see if I can manage a small length response. (came back to edit this - I failed gonna rant for another long post. if you like reading... well you are welcome. If you don't whatever the thing is tldr? I am ... ok with us disagreeing. See your point, but still don't agree. end edit)
I agree there is a skillset within multiplayer risk, and I read all that you say but Im still not quite satisfied so perhaps we will never breach this empass.
I have played many games of real life risk. Classic risk... when we were forced to. But quickly, Godstorm, 2210 AD, Lord of the Rings, Star Wars, and others etc very quickly disbanded our interest in classic risk. The risk and suspense of the latter non classic risk versions are unimaginable. If you have played multiple versions of risk please inform me which. I am not saying this ... with aggression, or to flounce who's played more risk. But if you played any of the ones I just listed or some of the others like Halo, or Starcraft risk.... there are some pretty nifty cards in these that make it clear simple diplomacy will not win you risk games. I grew up playing risk with mainly my 2 cousins. They were brothers. Could I vocally point out things on the board and get them to attack each other and make myself look a little less powerful? Sure I could. I did. I won most of our games. But lets break that down, I don't credit myself those 100s of games I won as skill. I came on here and figured to myself, sure I grew up playing as a kid playing my cousins, but we played in our little circle. They had their brother rivalry that could only really benefit me, so could I join cc and realistically expect that id be just as good vs 100s of players vs cousins, friends or what not? No. I basically thought to myself, we had our method of risk, but it won't necessarily translate to this site, so figure out what to do on this site to reach some success.
To expand on this, there are many reasons I can say that as much as diplomacy and reading your opponents could help your exploit some inner demon they might have... it won't help you win risk ... skillfully. That will expand itself in other ways. I will try to illustrate this with meaningless examples, but they seem to jump to my mind. I played mostly exclusively manual deploy. And you usually devoted your entire deploy to making 1-3 large stacks on any game of risk. This is how we played classic, lord of the rings, god storm etc. 2210 AD came around and shook us to our core. In that game, there was one land event card that stated when you were attacked in a territory, immediately destroy half the attacking army. Our basic reaction was: GULP. You mean any one of our starting stacks after a couple turns *you had to earn the cards...* could just wipe out half our stack. So not to go into huge narration but our level of skill with this card and gameplay of risk evolved. First, we d each go for land cards VERY quickly (but hint, diplomat cards in 2210 AD are wickedly powerful... my cousins caught on to this quicker than I ..one such card cancels an attack an opponents makes against you, and they are no longer able to make ANY attack against you on their turn). Ridiculously OP, but so is wiping out half the stack of attacking territory. Not optional. You attack with 52 troops, you lose 26. So back to this... we all think, ok well get everyone quickly rush in early game to get 2 land cards. Playing a card cost a form of currency in the game, so we d each set aside the amount needed to play the card. It was like we were each bluffing. Any of us might have the card in the beginnings so we all played more carefully... needlessly carefully but it was just the start of our learning curve. We poke and prodded with our massive stacks, trying to figure out who had the card... or was it not in play? Did they have enough saved up to use the card if they were attacked? ETC etc. Any of this might include some level of skill. Talking and all that. Yes yes. But then we figured it out in a way what nuclear on cc teaches you. Our bias for huge stacks wasn't good for 2210 AD. In 2210 you make every territory you own a 10 stack, and you pick and tear away at your opponent from every position. We went from using 1=3 stacks, to basically ... anything was worth stacking if you could draw that card out and no longer worry about. (OK there were other bad cards, but that was the big meany). Also, another flaw in the strategy... was it only had a brief narrow window where it really made sense. Eventually someone WOULD draw the card (there was only 1 of it) and the other 2 poising strength would just be almost doubly weak. 1 the person who draws it gains an enormous advantage by having the card 2) the 2 that don't have the card were holding back GOOD PLAYABLE cards, that is of more benefit to play than to pretend to be a deterrent that is not. (if they played the 2 good cards they'd be left without the deterrent) Sooner or later, the development of 2210 AD gameplay adjusted for the land detonation card and it wasn't really the menace. Diplomat deck was in contrast more fluid for gameplay, and while a land detonation kills half an army, *even though you try to get them to waste it on a smaller attack because you just attack with like 8 different territories all with 10 stacks and they realize... better just use it and do some damage then save it forever and lose. Um, yeh, there are cards that instead of wiping out half an army... just literally stop attacks and you can't be attacked anywhere by that player on their turn. And of that card, there were multiple in the diplomat deck...
Talking to your opponent can't stop event cards.
In lord of the rings there is a card which says when a player attacks you, they lose 2 troops, and the territory you are being attacked in gains 2 troops. Useless in later parts of the game, but devastating powerful early on. The way is under the mountains is a card In Lord of the rings where there is terrain. 2 cards in the deck let you ignore and just go right through (mountain bordered) bonusesn. Try playing 80 games of lord of the risk knowing that any bonus you have with a mountainous edge will be exploited and try to plan effectively to counter it. That takes skill. You have to accept you can't stop it, but the weakness is that once they use it, its a one time break and has some draw backs. If they go in, all the troops they send in will be stuck, unless they have the 2nd the way is under the mountain card to use again on a later attack to get back out. So if you really do have numerical advantage 1) they ll just send in like 3-5 troops just to break the bonus, and maybe drag it out so that you can't immediately take it back with your deploy on the next turn, but you will be able to fort and then maybe two turns later get it back. 2) they ll send in everything and be stuck. And that is when you have huge counter play. Assuming you had stacks on your borders in the front, they must have abandoned their defence to attack you.. so depends if they had bonuses or not. But sometimes it led to massive invasions. At best you can try to talk your opponents into not using these cards against you (them using it on someone else). But how you use them, how creative and ruthless you can use them ... is skill. Not the talking.
In godstorm ... well there is so much. It is probably the fastest game of risk you will every play. You buy gods (or pray to them and gain faith tokens so they fight for you). Most powerful and get them on basically first turn: god of war, attacker wins ties as long as he's in the territory you are attacking with, not the defender. And god of magic, reroll your 1s on defence or attack. You roll 2s at worst. Turns when you have 40 troops, god of war in the territory, god of magic in the territory... and the event cards in the deck... um Discussion does not matter. Playing the board does. It wasn't foggy. No teams. You just take 40 troops and wreck. And 40 troops kills 40 defending troops relatively easily when you win ties, and re roll your 1s. Also, nifty card in god storm ARMY TELEPORTATION! ok, not actually called army teleportation. But you play the card, and its like instant beginning of turn parachute fort from any one spot of the map to any other part of the map... or maybe its a chained fort, I can't actually remember. But... it is ridiculously powerful. And if you don't get the card, and someone else does, you just anxiously wait, and see what devastating plan of attack they spent conjuring up in their heads the last few rounds cause nothing is safe in god storm.
Lets talk about Star Wars risk. You get cards. Cards can be used in three different ways. You can trade them in normally at a flat rate *Star Wars doesn't use escalating if Im remembering correctly. But this is pointless. Don't do this. The other use is each card will have an icon on it. You get capital ships, cruisers, and fighters. tie or x wing. etc. You spend the card, and get a token of the corresponding ship type. Capitals let you use 1 8 sided die per capital ship. So if you want to roll or defend with 3 or 2 8 sided dice, you need to get 3 capital cards and trade them in. Then 50% of your rolls will be 5 or higher. And you will smash opponents that don't upgrade their dice. Cruisers will give you plus 1 to your highest die roll. Ok so, if they have +1 and roll 6, they'll get 7s. But if you have 2 capitals, and a cruiser you might get 8... and then its a 9. Um. 9s win Star Wars risk pretty effectively. Here all Ill say is the skill is choosing for going for the ships, and not the flat rate influx of +10 troops. You can use the troops you have and start rolling 8 sided dice to better effect then bringing in a few measly extra troops. But it is luck as to what cards you get. I.e. what if all you draw is fighter cards. Well that just means 1 die roll you cast can not be a 1. So if you get 3 fighters, and put them in a territory. Then, none of your dice can end off as a 1. Just keep rolling til you get something better. Not bad, but not great. If you get 3 capitals, 3 cruisers, and 3 fighters . Its up to you. All in same territory? oR SPREAD THEM out. if all troops in a territory are lost, the ships also get killed. So all in one is probably solid... and ... it will destroy things. Finally, the card will have some fancy text on it. Ok also in Star Wars there's this thing where there is a sidious marker that moves up a grid and when it gets high enough well the dark side wins. And the cards mostly revolve around republic and separatists manipulating the sidious pawn in their favour, or that aspect of the game. So its bit harder to describe. But a generic good capital card that always tore me was, you can use the capital card to get 1 capital ship *usually good) but this one capital card gives you the ability of 3 cruisers for an entire attack against a territory. So if planet A wants to attack Planet B, during your attack on Planet B the card states all of your dice get +1 for the entire invasion. its ridiculously fun to choose not to get the capital ship, and just use it for the text. Especially if you've got at least 1 capital ship in play and 1 cruiser in play. The abilities stack. So if you have a cruiser also, you ll get plus 2 on a best dice roll. An 8 sided die could give you a 10.
The combinations in these games are relentlessly difficult. Starcraft risk if you play as a Zerg armies *armies have races in Starcraft risk, not just generic colour, and you draw from decks based on your race. If you are Zerg, you can draw tunneling, and it lets you skip through at territory to attack a territory behind it. So basically a bonus smasher. or a, I see your big army out in front, let me just slip in behind it. The cards I stated were about 1%. There are enough cards in all the games of risk to make you believe conversation in risk is not that part of risk that will win you games. its how you play with the resources you have.
My opinion of this in case of cc is no different. Sure, cc is way easier than any manufactured game of risk after the classic version. BUT it has its own points of interest. I never grew up playing fog. or team games. or polymorphic. Trench might slightly be suggestion in the rulebook of 2210 ad, but we didn't really play trench I think. Ill give cemented out trench play for my experience as a CC thing. Bombardment, 1 way assaults, etc also completely cc. A map which includes bombarding as an ingrained part of the gameplay is not asking the player to use their skill of psychology to win the game. Its saying, look at what this map is letting you do to win. USE THAT THING TO WIN.
I also don't understand the fixation on escalating. Classic risk comes with multiple ways of trading in right in the rules. Flat rate is a classic risk construction. Ive seen many people complain about balance (luck) with flat rate. I played flat rate a lot. My Eurasia sunny trips games are always flat rate. Look through my game log or whatever. I almost play no escalating (probably a flaw to my game... sure I won't deny, Id be better if I had more experience at escalating games... I just don't like them... but there is skill to that variation of risk) Sometimes the manufactured risk version only allows for flat rate, they don't balance it for escalating. But lots of times, we just didn't think escalating was worth playing. And yes, I fully accept that is on me. There is skill to escalating I won't deny it. But its just... ugh. I mean, you start getting 4, then it jumps. Eventually you put in such a large amount, and then if you can eliminate just 1 opponent then you get their cards! Then you can go on a killing spree. Even if you don't eliminate or win in one turn (though many times I think you can) you can still get a huge advantage. But even here, I don't need my points to stick. Maybe I'm talking out of my ass. maybe there is all the skill in the world involved in an 8 player standard multiplayer game. OR 16 player or whatever the major thing on cc is. But I'm honest and Ill admit I don't see it. Foggy and escalating versions of multiplayer I find more suspect. If someone is skilled at sunny flat rate multiplayer and wins those, id be more impressed. Still lot more luck factors in those games in my view. But I still think fundamentally its different skill sets as previously described. But ill admit there is within the sphere of 8 player risk, a skill set to that way of playing risk. I just think like I already wrote before its techniques and gimmicks. I mean in rl saying how you stack your pieces to make it look haphazard and non threatening. Its ... not really skill. Its a technique...
But even in us a 2.1 I think y ou give head to head player a disservice. You say you can't feign weakness. Im not so sure. But I feign strength a whole heck of a lot. I mean, it could coneeivably be done on many big maps. But especially use 2.1. Sure its also math. So you try to figure out where you are going to fight, and you say ok he ll probably go for what? maybe Alabama on this drop? Well... if he does Im basically unable to do anything about it. And it will hurt.. I could be really behind. But I have first turn. Do I stack in AL to make him grind it out, and spend 3 turns trying to take it, or do I pretend like as strong as he is In Alabama, Im even stronger in Oregon. Ill deploy in Oregon on my first turn, and pretend that my strength in Oregon communicates to him that if he fights for AL, ... I've already committed to Oregon thinking it will counterbalance. And its complete bs. AL is by far the better move for them on their turn. But if even a handful of games I can get my opponent to see that I chose to fight in Oregon and they fight me there, and AL just never gets used... then I guess I bluffed my way out ok. Then again, sometimes it doesn't matter. And all that psychology doesn't get you anywhere, cause they just deploy in AL like they should and they get the bonus, and you have a very rough game. But enough of the time, there is counter play on u s a 2.1 maps. But sometimes, unfortunately the 20% you just get a dead game on the drop and you'd be lucky to beat skilled players. The site has far more than just me playing USa 2.1 nowadays.
I don't want to take away from the fun of risk any one experiences in how they play their preferred way. Some of my response was guided in retort to the way current conquerors are determined and the gameplay of choice being scolded or viewed as second tier. And may seem a bit overstated. Maybe it was. And while I will say to be clear there is skill in a lot of methods to risk, as much as Id like to think this diplomacy risk is the god tier of risk skill... I just don't see it personally. People who like to play multiplayer risk escalating should go for it. And there will be a group who do and within the group their will be a skill ladder with some at the top. Just like with those who really excel not at wide range of maps played all foggy escalating 8 player, but a singular map, with a singular setting, where they just excel a bit more than most and score rises. Both have merit. And yes, I have my bias... ugh it just feels wrong sometimes using the word bias. Its like saying they re wrong but think they re right. Sometimes its just a valid point. There is a certain valid point that even though getting to conqeuror by being good at one map is valid... its just as valid to say lets figure out a new way to do it. As I've tried to show... sometimes risk games are made so you have to win playing the game. Straight out.
And you might just say all that I wrote is irrelevant. CC doesn't use event cards. ... well you'd be right. Think Ive still illustrated my point though. And gameplay in CC is also unique.. and its own thing which generates a winnable skilled method of play that has traction without the bickering and diplomacy. I tend to like just having a game where the chat is gl hf and some chat occasional which is tactical commentary or strategic planning. Instead of. YOU BROKE YOUR WORD YOU RUINED THE GAME YOU GAVE AWAY MY POSITION YOU ATTACKED YOU TOOK MY CARD SPOT backstabber, liar, sore cheat etc etc. I mean, you probably have good conversations in the multiplayer too... But in any case. Ive talked myself out for the night. Don't see either side changing opinion, and its fine.